![]() ![]() Useful if a given graph line's changes are hard to see due to the autoscaling. Spawns several gas clouds which float around the city and cause buildings to be abandoned.Ĭan reset graph drawing parameters if thrown out of wack during game. ![]() Triggers the chemical spill disaster used in the Chicago scenario. It's a larger flood than normal, unsurprisingly, but still small compared to the hurricane disaster. Triggers the flood used in the Davenport scenario. Spawns several groups of rioters in the city at once, as opposed to the normal riot disaster option which only spawns one. Triggers the lawyer riot disaster used in the Washington DC scenario. They don't pollute and don't need to be replaced every 50 years. If you are concerned about initial cost, then hydro is a good option. 3 uses of the command will result in a 10x10 sized square of fire). A: If you aren't concerned with initial cost, fusion plants are the most efficient, and don't pollute or cause disasters - like nuclear and microwave. If used repeatedly before the fires spread, will enlarge the area of the fire square by 1 tile on all sides (e.g. Places an 8x8 in the city, near the "center of development". Triggers the firestorm disaster used in the Oakland scenario. The terrain in a location raises somewhat randomly, forming a mountain, while fires and gas clouds are spawned in the vicinity. Triggers the volcano disaster used in the Portland scenario. When triggered from the menu, the disaster will occur in the vicinity of the most recently constructed microwave power plant. A new feature was the option not to have disasters. ![]() As before, they could happen randomly or be triggered purposely. Several of the old ones were removed and new ones were added. Only works if the city has a microwave power plant. Disasters made their return in SimCity 2000. Triggers the "oops" microwave beam disaster. When triggered from the menu, the disaster will occur on the most recently constructed nuclear power plant. Building styles have changed over the course of 18 years and this has been reflected in the BATs, so it is cool to see other components of the game get updated as well. Only works if the city has a nuclear power plant. Disasters are untapped potential, and this will go a long way toward modernizing the game. The gift option above already does what this options claims to. Leave the game running for a few days at top speed with all automatic functions, a surplus budget and disabled disasters and youll see the results. This also unlocks all of the buildings and transit options that have yet to be invented. This will not be reflected until the next game month or you make changes that cost money (such as creating new zones).Īdds all of the buildings unlocked by population to the rewards button. Opens a dialog showing the official release version, internal version, and compile time and date for the game.Īdds $500,000 to the city's treasury. But at least they were there if I wanted to look at them.The dialog opened by Show Version Info. Even when I tried to force a disaster from the in-game disaster menu. well, I probably never really understood all the graphs. My SimCity 2000 Tip of the Week was one of the first features on the website. Taxes to increase when I ran into money troubles, underground views for laying down utility pipes and subway lines, and graphs showing various attributes of my city that. SimCity 2000 was one of the first PC games to really sink its hooks into me, and I'd often eat dinner in front of the screen, not even playing but just observing.Īnd when I wasn't just staring at my city, there was so much to fiddle with. It was like a live feed from a webcam pointed at a real metropolis, long before live webcams were even a thing. ![]() I always rushed to build seaports just so a little boat would appear in the waterways. After building an airport, I could happily watch the teensy, tiny aeroplanes inching across the screen for hours. In a few days I'd know my virtual city's neighbourhoods and roads better than the one I actually lived in. There was so much detail packed into its pixels, giving every tiny house and park and skyscraper its own personality. I'd played the original SimCity, but SimCity 2000 swapped from the top-down view and 2D graphics to an isometric perspective, which made my little cities feel absolutely alive and real. ![]()
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